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Friday, December 30, 2016

This post is purely to prepare you guys for Update #50. Being the 50th update means that it is my responsibility to mark this milestone with something huge. That means that I can't make this update very big otherwise I won't have enough to post in the next. Now when I say that the next update is going to be big, I really do mean it. Now it'll be hard to make it look big, but I am overhauling a large part of the game, re-programming part of the shooting, re-designing a lot of the visual end of the game so this is really going to be a big update.

I am a bit sad to inform you all that I have to re-do 90% of all models / textures in the game. I've decided that textures will start sharing a "Texture Sheet" (Like MineCraft has a Texture Sheet for their blocks). This will help optimize the game for lower end PC's since only one texture will technically be loading for all objects.

I've also decided to reduce lag by (in the future) setting up LOD. Meaning Level of Detail models. At a distance there is no reason for a model to be super detailed so LOD makes so low-detail models will be all you see at a distance, and higher detail models will be seen up close.

Along with this large update comes with some mention of the new map that I will be working on. I plan on Live-Streaming the map making for those interested, so be ready for a post mentioning it!

That was a lot to go over, so here is a bit of the actual update (fairly small):

This is the new rig system I've decided to setup for the player. Now originally the player saw what everyone else saw. There was just 1 body holding a gun and whatever animation played everyone saw. The problem with this though was the creating of "Odd anims". Basically animations that only looked good to the player, but to everyone else it looked like that player was having "problems".

A good example of this is the last update where I showed what aiming & looking up and down looked like. This is a problem created because I tried to make so the players 3rd person body also was seen by the player himself. That sounds a bit complicated (and it is) but long story short now there will be a player everyone else sees, and a player that the actual player sees.

This may not sound big but it is. It means that I can now completely re-design the visual side of the arms / guns / animations that you will see your player doing. It's a big step toward making the game look and feel better.

Wow that was a bunch of reading containing lots of information (Little that actually had to do with the update itself) but if you made it through all that you deserve a cookie. Hope to see you guys for the livestream & 50th update!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Tuesday, December 27, 2016

It took awhile, I know it did. But I am finally back. With school, personal stuff, along with some work it can be hard to manage my time. And sadly that means I've had to cut back on a lot of things, and one thing I hate most of all to cut back on is writing to my blog and Game Development. So I cannot express how painful it has been to go so long without posting to you guys! But I'm back (and hopefully) a lot more updates will be pushing out.

The people creating the "Map back-bone" or the basic design of the maps have been slacking off (mostly because I haven't been saying anything) so I am going to remind them and hopefully I can get the new maps out to you guys soon. I am also working on the actual shooting system. I can't decide how the shooting should work, if it should be like Sub Rosa (One long line that instantly reaches its target) or should it have bullet travel and Battlefield-like graphics (A laser-beam sort of thing that moves quickly across the map). It would be cool to do the second one, but the first one has a certain taste to it that I like. Also it's easier on low-end PC's to generate those more simplistic visual designs.

I am in the process of re-designing the visual end of the player. I will not be designing a new player or anything, but the system I currently have setup looks too awkward. I've avoided screenshots forever because of how horrible it looks, but I can't just keep avoiding the problem. So I'm tearing it down and building it back up newer and better than ever. You may think that this is a bit much, but here I bring you proof of why this must be done.

This is what aiming looks like.

Yes it needs fixing

This is what looking up and down looks like.

Yes it needs fixing

Needless to say, work must be done.
Other than that, there is actually a lot of positive news to report. The programming side of the game is going fantastically. And actually there's already a lot of features in the game, but I'll go into more detail on that in the next update. Right now I am focusing on the visual end of the game, but it wont be long before I'm making so there are server lists, new vehicles, new weapons, new maps, etc. There are a lot of updates to come so stick around! Once again, I have no intention of abandoning such a project. So just to re-state. Yes the game looks pretty garbo atm, but that's just me simply re-modeling some stuff and doing some new animations, the real hard work (Programming) is mostly done with (in that way) so everything overall is going very well.

Honestly this was more of a "keep you guys up to date" than an actual update / patch, but it felt wrong to not put it as an update. Also lighting. I hate the maps current lighting. And the car it looks like its made of plastic... Oh and the interface needs some work (Its too cluttered). I actually have a new interface designed on paper but I still have to make it in some graphical editing software, and then program it in, make so it sizes correctly over different resolutions, and then make so it actually responds to the game.

Wow there's lots to do!
And I hope you're there for it all!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Thursday, December 15, 2016

This update really focuses on all aspects of the game, and I was actually making so much progress so fast that I ended up forgetting to write down what I was doing. So anything I share with you is only a fraction of what has been done!

Where do I start..?

How about, people getting shot out of vehicles!

[No picture available]

This is a big step (of course) because it means that vehicles are now something I am willing to put in the map. Before this they were just a machine that took you from one end of the map to the other with no worries whatsoever, but now they're a machine that can be killed for, and stolen! And soon I plan on making them destructible.

Balanced Weapons.
No pictures for this but uhh... I buffed the M16A5 Assault Rifle to do more damage, I decreased the fire rate on the M40 Sniper Rifle and I increased the damage / lowered the fire rate of the Browning Handgun.

Fixed Vehicle Sound Glitch
Still no pictures, but the vehicle when driven would have weird "skirt" sound effects (Tire screeching) that went off randomly. Now it just doesn't go off at all.

[No picture available]

Improved Aiming
You can aim down your sights now (More or less) and I added a scope.

[No picture available]

And finally I made so barbwire actually hurts you and slows you down! The slow-down part of it will be used in the future for water.

The next update wont be for a bit because I'm trying to implement a new feature (that NEEDS to be implemented) and it is making so I have to re-do a LOT of stuff, so please be patient!

ALSO I am in the process of preparing to COMPLETELY re-design the way the player shoots, from the way it looks to the way it acts. So that will also take awhile,

I'll try to keep you guys up to date but it's 11th Grade High School, along with work so it's really hard to get updates in

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Wednesday, November 30, 2016

Sorry I haven't made any updates to the post but things have been pretty busy! However its been over a week since my last post so I need to make one! I promise that I'll have the new update out fairly soon. I tried implementing a lot of new features into the games and a lot of new problems / bugs are coming along for the ride, so I hope you can all wait a little longer for the next update!

Sunday, November 20, 2016

The 48 hour challenge isn't over but I'm calling it. I started too late, and didn't have a clear picture of what I was trying to make. So the result wasn't what I wanted.

As always this 48 hour challenge forced me into areas of programming beyond my normal zone and so I learned new things (Such as more advanced AI Pathfinding, interactive rigidbodies, and new instantiation methods (Spawning stuff in). And of course like I had said in earlier posts, the majority of this game was designing the scene so that took a lot longer than I would have liked.

Saturday, November 19, 2016

That last image not yet quite complete. But I will say this much: 10% of this game is programming, 90% of it is scene development. Meaning that a good majority of the time I have spent on this gaming has been creating the city, roads, etc. Rather than doing any actual gameplay development.

Thats all - I knows it short but I fit in what I can without giving too much away

The second update of my 48 hour challenge to make a driving / car game!

I have been working a lot on the traffic system and I made sure to create traffic around the background areas (The areas you cant go, but will be able to see). These vehicles are using the Unity NavMesh system that makes pathfinding really easy.

As you can see there are a lot of buildings, lots of cars, so I have NO idea how well this game will run on non high-end PC's!

That's all for this update, this new "AI" system for the cars is just helping add detail to the game.Thanks - etc

What a creative project title to give this game. 48car. (48 hour challenge based around cars / driving).

Anyway. I am sorry for the late update but I only started development of the 48 hour challenge 4 hours ago and it's already 3/4 of this is over (Almost half my time is up). So I have had to work non-stop and quickly for what feels like forever. But the work still isn't stopping, I have to push on!

Here are a few screenshots from the game so far:

That is one of the highway..

Another one of the highway but this time its cars going to their doom into a weird glowing tunnel thing

That one is just a random shot from a building.

As you can see the game is not super complicated. I knew I needed a lot of custom models but wouldn't have much time to do it. So I decided to go with a very simple art style and that is low-poly and single-color textures.

There really isn't any gameplay planned out right now, you can drive around and bump into cars and such but right now it's looking like the game is just going to be a "Drive around randomly" sort of deal.

I am hereby announcing my second attempt at a 48 hour challenge. It's a little late to get started so I need to really get cracking. It's about driving, and that's all I have planned so far, wish me luck!

Wednesday, November 16, 2016

"I lost it all" was a 48 hour game challenge that I did a few weeks ago. It was my first time doing a horror game, and so I was pretty excited! The result ended up being over 30 views, 5 plays, and a few YouTubers recording it.

I checked the Gamejolt page today, and these are the results:

VIEWS:650+DOWNLOADS:140RATING:4.1 AVG

And a whole mess load of new YouTubers have recorded it!

Wow.

Simply said Wow.

I was so excited my game was getting the 5 plays it did, and when it hit 10 I was overwhelmed. But it now has 140 plays and nearly 700 views! I am so excited I just couldn't contain it all and had to write a blog post on it! Seriously, for my first time releasing one of my games to the public for it to get THIS much attention was never expected. I want to thank you all so much, you guys really made my day!

This is overwhelming, thank you all so much. I never expected it! It makes me all the more excited for future projects and (maybe) future small-games to put on Gamejolt!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Tuesday, November 15, 2016

Before I begin on the real stuff of this post, I want you to look at this picture:

I somehow managed to gather enough speed with that vehicle to jump a bridge that has no ramp going upwards. Don't ask me how I did it, I have no idea.

Now to the real stuff. First off I think we can all agree that the guns flash is super annoying. It blocks up most of the screen and so once the first shot has been shot you just have to hope they're still standing in that same spot when you shoot more.

But not anymore! My shooting system I've designed similar to that of one of my original games (Sub Rosa) and inspired by that I designed the new flash for the gun:

Whenever you shoot this nice diamond appears at the end of your gun. This diamond is slightly transparent, and changes size every time you fire. (Not by much, but just for effect). Here's a GIF of the gun firing:

It's a short repeating GIF, but it does the job. It shows accuracy, and the flash. As you can clearly see though there really isn't much recoil (Working on it).

I also fixed a VERY important bug. This bug basically when you got in and then out of a vehicle, your bullets (rather than go out of your gun) went toward your cursor. This meant that if you had your cursor out and you were to aim at the right (Even if you weren't looking right) Your bullets would go right. Clearly this is a very bad bug. But it's finally been fixed and all is well!

Tomorrow's update will focus more on vehicles than anything else.

I would also like to update you all on the progress of the new map. Obviously game has a stunning resemblance to Unturned. And me being as awful as I am at designing maps, I figured why not take a lesson from Unturned. So I have a couple of friends (Who are Unturned map designers) designing maps in Unturned so I can implement similar things into my game.

In short, I have some friends making maps in Unturned that I will base my games maps off of.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Monday, November 14, 2016

NOTICE:The GIF's (Moving screenshots) in this update are somewhat larger (Some up to 200 frames) so if they do not load, please be patient.
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I label this update "Aniamtions" because it mostly revolves around me having to create animations for new features of the game.

First of all, I made leaning MUCH faster so it's a little less risky to do so:

Then I made so sprinting actually makes you put your gun to your chest.

I also made so there are footstep sounds so your not so alone walking everywhere. I also made so you can't shoot while sprinting.

(Note: In the trailer it shows a beta version of this - Basically whenever you right clicked your gun weirdly went to the side (Some people thought it was the sprint animation but it was just I hadnt made so you could aim yet)).

And that brings us to your next point, AIMING!

Finally the player can aim down his sights. Granted it's not perfect right now, but it's a start. Since all actions are handled by animations it's taken forever to get it this close, but eventually it'll look nicer!

This was a really big update, and I hope you guys loved it! I AM working on a new map, but it's not ready to even have the player in it yet so I'm still using the old map for testing. I hope to revolve my next updates around vehicles.

I want to start making new kinds of vehicles, make so players can be shot out of vehicles, make so passengers can ride in vehicles, and make so passengers can shoot out of vehicles. (Oh and make so the vehicle can get blown up / damaged).

Right now as it stands the vehicle is like a immortal fortress that once the player is in they can get anywhere on the map fast and can't get shot out of it.Thanks for reading, feel free to leave a comment, and I hope to see you in the next one! Stay awesome :)

Sunday, November 13, 2016

Since I don't have really screenshots to throw at you revolving around the game itself, I figure I would make a post about the editor itself.

I've tried to design it to be as easy-to-use for myself as possible.

First of all, all spawns emit a nice beacon in the air with the appropriate color to the team so I know where the spawns are and who they belong to:

As you can see the map cuts off very abruptly at the seams. Using things like fences and destructibles I make it seem less obvious, but in future maps to-be released I will make the transition between playable and non-playable areas more seamless:

There are also smaller details in the map that have made working in the editor and map design much easier, such as adding lots of "Underneath / foundation" to all buildings. So that way they fit comfortably over hills:

The water is all under the map and just shows when the terrain is low enough to the ground. I use these "discs" of water for the river because if I had one giant disc across the whole map it would stick out at the edges, and since this isn't an island that wouldn't work out too well!

I've also designed a gun managing system that is very comfortable to use with the system I've designed. Each weapon the player has holds its own script that stores things like ammunition, magazine count, damage, etc. So customizing weapons is extremely easy for me and can be done straight from the editor without having to do any more programming:

As you all know in order to make things much easier on myself I made so the players texture is controlled by a PlayerSheet that can be easily customized to create different outfits / costumes for the player. Now different teams should obviously have different uniforms, and so on my script that manages what team your on it also manages what texture your player should use, and for each map I can easily switch that out so each map has their own costume:

I only blur out the names of these scripts because I don't know what information is useful to hackers and what isn't.

Very soon I'll be implementing new Anti-Cheat systems as to avoid people being able to use something as simple as Cheat Engine to hack the game.

Thursday, November 10, 2016

Future Men has not been cancelled. I have not given up on Future Men for a single moment. The development of the Horror Game is purely a separate project, but it does not cancel out Future Men. Both games are being developed. Future Men is currently being developed actively. And the Horror Game is in the planning stage.

I have found a Voice Actor for the horror game! He has worked with several YouTubers with 200,000+ subscribers on animated videos and now it appears he'll be playing the main character in this new horror game!

Development of the "Mechanics" behind the game will begin. This is things like the inventory system, lantern system, UI, etc. I really hope you're all as excited as I am!

The story is also currently being written and I plan for it to be vague like Amnesia, Meaning that a lot of figuring out the story will have to be done by the community rather than the story just being straight-out said.

As you all know from the previous horror game, that it will be Amnesia inspired. This means that the gameplay, and some methods will be taken out of the Amnesia book. But don't get confused, this will be a game all our own in the end.

I also plan for uninterrupted gameplay, so I'll be keeping interfaces to a minimum. This meaning that if you enter your inventory the game won't be paused and very little of the screen will be taken up. I am going to try and immerse the player in the game as much as possible which means if the player isn't looking at their stats or inventory or something along those lines then they shouldn't see any Interface on their screen whatsoever.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

P.SThe new map on Future Men is coming along good, and will soon be ready for screenshots!

Monday, November 7, 2016

Maybe under another name, maybe not but I'm here to finally announce that I will be making a full game version of "I lost it all". I already have a voice actor, story writer, and with new concepts in mind I am ready to go! All I need now is a Modeler / Texture-creator.

The reason I have decided to continue this game is because though this was my first game it was received very well by the community (and by my friends) as honestly scaring them with the atmosphere of the game, the fear of the monster, and other plays.

This does not mean I am giving up Future Men. My development of it has not stopped (I just haven't been reporting it) but I am actually in the process of designing a brand new map (Each time I design a new one, it's slightly better than the last so we'll see)

I hope you guys are as excited as I am for this new project, and I assure you that I haven't forgotten the last!Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, November 4, 2016

The Gamejolt horror game has already reached further than what I had expected! Here's the stats:

VIEWS30+DOWNLOADS / PLAYS5AVERAGE RATING5 STARS

These stats only a day after releasing the game on Gamejolt are quite exciting! And what makes it all the more exciting is a YouTuber with over 2,000 subscribers did a non-voiced playthrough of the game! Granted he passed a lot of spots that I'd hope he'd explore, and he even restarted his game because I didn't make it obvious how to reload your lantern, but exciting none-the-less!Here's his video:

Thursday, November 3, 2016

I released my 48 hour horror-game challenge on Gamejolt in an attempt to get some publicity! (Is it working? :3).

I hope you all enjoy the game a ton, I had lots of fun making it, and had about 7 hours of sleep total when doing so. The game is about 10 minutes long in gameplay and I had to rush the ending due to time limits, but I think overall with its amnesia-inspired gameplay and its well-designed levels that it was a success!

Wednesday, November 2, 2016

I promise I haven't worked on the 48 hour challenge game more (Because that would be cheating) But I haven't had time to upload it to the blog for one reason. I need to put credits for all the sound effects I used in it, so I can't release it until I add credits. I promise that's all I'll be doing, but I just gotta have time to do it!

Sunday, October 30, 2016

Re-designed the health system of the player (Originally it was just 4 stages (Health, Damaged, Fatal Damaged, Dead). Now your player has a full health system ranging from 0% to 100% health that will cause different effects depending on what your health is at.

I also made so when in water your character moves slower (Sprint & walk speed). I also keep massively reducing how fast the player can go, and I think I finally found a suitable speed that is slow enough to feel suspense, but fast enough to escape enemies. This slow speed also allows for more dramatic chase scenes by knowing that the enemy is right behind you.

I also keep changing the stamina and fuel-intake. Originally 1 thing of fuel for your (what is now a lantern) only lasted 30 seconds. Then I changed it to 50, then 55, and now I'm at 100+ seconds for the lantern (per full pack of fuel). The stamina also used to run out after running for 4 seconds (Because run speed used to be 3x faster than walk speed). I reduced the speed to be less than 2x that of walk speed, and you can now sprint for about 10 seconds straight. I also keep changing how fast stamina regenerates (Right now it takes 10 seconds, going to change it to 20+).

Added saving / loading, so when moving between two "Scenes / levels" it saves how much stamina, fuel, etc. you had in the last scene / level. Meaning that (For example the sewer) when leaving the sewer (Which you can't yet do) it will save your stats, then when it loads up the next area it will grab those stats. But atm there's no "Official saving" meaning that if you leave the game and re-launch it, you'll have to start over.

No screenshots for this one, busy doing level design and figuring out how to end the game. As I said last post I plan on picking this game up as a full project after the 48 hour challenge is over.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

So, lots has been done and I am 100% positive that the game will not be done by midnight tonight. But I can say that I will at least have an ending.

This game is going to well, that I am going to pick it up! Yes, I am not cancelling Future Men (I am way too far in development to do that) but as a nice change of pace I'll be working on this.

This game so far has been completely Amnesia: The Dark Descent inspired. I replaced the flashlight with a Lantern, and I have been working on the AI!

The AI can currently do the following:
*Chase you
*Lose sight of you
*Search around the area he last saw you
*Return to last area he was OR patrol (Depending on what I tell him to do).

VERY soon he will be able to:*Damage the player
*Detect light (The players lantern)

Currently he also "Picks up" on things like footsteps, so be careful!

But enough about that stuff, here's what you really came here for: Sweet screenshots!

So, as you can see there is a lot of detail into the scene! I added things like torches, blood / writing, and a lot more props!

I will be adding "Medical Supplies" (Not sure what to name them yet) to the game soon so after the monster damages you, you can heal up. Right now all your stats just display at the bottom right, but (literally the next thing I'm doing) I will be working on a real menu that will show you your inventory, health, how much fuel you have, etc.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, October 29, 2016

I went too big with this project and as such will be unable to complete it within the 24 hours I have provided myself. So I will be extending the time to another 24 hours (Meaning it will end at midnight tomorrow rather than today).

Sorry about that! You won't be able to try it out until Monday! :c But on the good news, I've got some awesome new screenshots for you guys to take a look at!

As you can see I've done a lot in terms of scene design (The grey at the bottom picture is a battery you can pickup for your flashlight).

This and a lot more is to come, so I hope you're all as excited as I am!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

With 3 hours of sleep I've completed the introduction, and a good portion of the starting scene. Here are a couple of screenshots:

The second one has increased brightness as the real scene is actually darker. This game is not going to be low-end PC friendly. This game is full of camera / special effects and medium-poly models and very little optimization work has been done. There is no time to try and make things work better with low-end and I want one of my games to look nice for once, so the result being that low-end computers will most likely be unable to run the game.

(I actually have more than this done, but I can't give everything away!)

Thanks for reading, I'll make sure to keep you guys updated, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, October 28, 2016

I have 24 hours to create a fully playable and beat-able horror game. This challenge will start at midnight tonight and will end at midnight tomorrow.

This is just a fun challenge I created to test myself in a new area that I have little experience in AND it will be extremely satisfying to say I've finsihed a game for once (For those of you who may somehow still be following my blog since 2012, I have NEVER finished a game completely). So this is my chance to finally do it.

I'll be up all night drinking Mountain Dew and programming. I will be doing research for the project up until Midnight (And then the development will begin).

Wish me luck, I'll post a few updates on it as I go but don't expect much

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, October 22, 2016

Okay, so this update was produced based off of testing done with some private players!

First of all I've discovered a bug that if you die you spawn in 2 (or more) corpses (NEVER one).

I've also discovered that this game is not optimized enough for low-end PC's so I have a bit of optimization to do. Someone who can run Garry's Mod on the lowest graphics settings can't even run my game on the lowest graphics setting. So after a lot of research, I've been able to make a few modifications to try and improve things, which I will be able to detail in later posts.

But since none of that is visual, this is a very boring post, but still a large enough update to require its own post.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, October 14, 2016

Adjusted the maps lighting, moved around a few new props, and added LEANING!

This new feature will let players peak corners and give more options when it comes to fighting.
I've also added a few new props around the map:

And finally I created a temporary smoke system for when things like explosives are added:

Now I should care to mention that one reason I haven't shown off any new vehicles is that currently vehicles cannot be damaged by other players and players inside the vehicle cannot be shot. This means that if you are inside a vehicle you are invincible. When I get around to fixing that is when I'll add new vehicles to the game.

I've also added 3 second invincibility for people who just spawn in to avoid spawn-camping.

AND very soon I will be implementing the games first Anti-Cheat system. I have decided that I will be designing it myself (Mostly since I have no money to get a real one). But I think I can do a good job.

Within the closed betas I have had to deal with people hacking already. Mostly just using Cheat Engine. They have managed to give themselves: Infinite ammo, 10x speed, and invincibility. The first thing I am going to implement is anti speed-hack. Then anti-invincibility. Then I'll see what I can do about anti-infinite ammo (The hardest of the 3 to fix based off of some theories I've come up with).

If someone is caught hacking they will be kicked from the game with a message. For right now this is how the anti-cheat is going to work. I don't know when I'll get around to implementing it though because as of right now I am working on the explosives system.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

I will not be posting on weekends (Very often) anymore because I've decided to dedicate that time to relaxing. I have a lot of projects going on (As you are all aware) and that means juggling my time. I have been rather inactive with this blog (Almost a week of no posts) so I promise to make it up to you sometime today.

Wednesday, October 5, 2016

Wow, we are so close to Update 50! You know what that means? Every post represents (on average) 1 day of work. That means that this is my 40th day working on the game (Though its actually been a few months since development started). Wow time flies FAST!

Now on to the update!

This update is nothing too fancy (I know big update 40 you were expecting a bunch) but I do have some "cool" screenshots to make up for it!

The new Main Menu (so far)

The player leaning (Not yet added to the game)

So as you can see some big future features that aren't quite ready to use yet. I'm planning on adding loadout customization very soon (With everything unlocked for now). I also plan on adding leveling and experience and unlocking items but I'm not sure how I'll go about doing that yet so I won't worry about it (Not quite there, but getting close!)

That's all for this update, I know it's kinda short but it is what it is!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)